Magic Item List
list: API endpoint for returning a list of magic items.
retrieve: API endpoint for returning a particular magic item.
GET /v1/magicitems/?format=api&ordering=name&page=24
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=name&page=25", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=name&page=23", "results": [ { "slug": "rod-of-warning", "name": "Rod of Warning", "type": "Rod", "desc": "This plain, wooden rod is topped with an orb of clear, polished crystal. You can use an action activate it with a command word while designating a particular kind of creature (orcs, wolves, etc.). When such a creature comes within 120 feet of the rod, the crystal glows, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to deactivate the rod's light or change the kind of creature it detects. The rod doesn't need to be in your possession to function, but you must have it in hand to activate it, deactivate it, or change the kind of creature it detects.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rod-of-the-disciplinarian", "name": "Rod of the Disciplinarian", "type": "Rod", "desc": "This black lacquered wooden rod is banded in steel, has a flanged head, and functions as a magic mace. As a bonus action, you can brandish the rod at a creature and demand it refrain from a particular activity— attacking, casting, moving, or similar. The activity can be as specific (don't attack the person next to you) or as open (don't cast a spell) as you want, but the activity must be a conscious act on the creature's part, must be something you can determine is upheld or broken, and can't immediately jeopardize the creature's life. For example, you can forbid a creature from lying only if you are capable of determining if the creature is lying, and you can't forbid a creature that needs to breathe from breathing. The creature can act normally, but if it performs the activity you forbid, you can use a reaction to make a melee attack against it with the rod. You can forbid only one creature at a time. If you forbid another creature from performing an activity, the previous creature is no longer forbidden from performing activities. Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rod-of-the-infernal-realms", "name": "Rod of the Infernal Realms", "type": "Rod", "desc": "The withered, clawed hand of a demon or devil tops this iron rod. While holding this rod, you gain a +2 bonus to spell attack rolls, and the save DC for your spells increases by 2. Frightful Eyes. While holding this rod, you can use a bonus action to cause your eyes to glow with infernal fire for 1 minute. While your eyes are glowing, a creature that starts its turn or enters a space within 10 feet of you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until your eyes stop glowing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, you can’t use this property again until the next dawn.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rod-of-the-jester", "name": "Rod of the Jester", "type": "Rod", "desc": "This wooden rod is decorated with colorful scarves and topped with a carving of a madly grinning head. Caper. While holding the rod, you can dance and perform general antics that attract attention. Make a DC 10 Charisma (Performance) check. On a success, one creature that can see and hear you must succeed on a DC 15 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you for 1 minute. The effect ends if the target can no longer see or hear you or if you are incapacitated. You can affect one additional creature for each 5 points by which you beat the DC (two creatures with a result of 15, three creatures with a result of 20, and so on). Once used, this property can’t be used again until the next dawn. Hideous Laughter. While holding the rod, you can use an action to cast the hideous laughter spell (save DC 15) from it. Once used, this property can’t be used again until the next dawn. Slapstick. You can use an action to swing the rod in the direction of a creature within 5 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be pushed up to 5 feet away from you and knocked prone. If the target fails the saving throw by 5 or more, it is also stunned until the end of its next turn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rod-of-the-mariner", "name": "Rod of the Mariner", "type": "Rod", "desc": "This thin bone rod is topped with the carved figurine of an albatross in flight. The rod has 5 charges. You can use an action to expend 1 or more of its charges and point the rod at one or more creatures you can see within 30 feet of you, expending 1 charge for each creature. Each target must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute. A cursed creature has disadvantage on attack rolls and saving throws while within 100 feet of a body of water that is at least 20 feet deep. The rod regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod crumbles to dust and is destroyed, and you must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute as if you had been the target of the rod's power.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rod-of-the-wastes", "name": "Rod of the Wastes", "type": "Rod", "desc": "Created by a holy order of knights to protect their most important members on missions into badlands and magical wastelands, these red gold rods are invaluable tools against the forces of evil. This rod has a rounded head, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. While holding or carrying the rod, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks made in badlands and wasteland terrain, and you have advantage on saving throws against being charmed or otherwise compelled by aberrations and fiends. If you are charmed or magically compelled by an aberration or fiend, the rod flashes with crimson light, alerting others to your predicament. Aberrant Smite. If you use Divine Smite when you hit an aberration or fiend with this rod, you use the highest number possible for each die of radiant damage rather than rolling one or more dice for the extra radiant damage. You must still roll damage dice for the rod’s damage, as normal. Once used, this property can’t be used again until the next dawn. Spells. You can use an action to cast one of the following spells from the rod: daylight, lesser restoration, or shield of faith. Once you cast a spell with this rod, you can’t cast that spell again until the next dawn.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rogues-aces", "name": "Rogue's Aces", "type": "Wondrous item", "desc": "These four, colorful parchment cards have long bailed the daring out of hazardous situations. You can use an action to flip a card face-up, activating it. A card is destroyed after it activates. Ace of Pentacles. The pentacles suit represents wealth and treasure. When you activate this card, you cast the knock spell from it on an object you can see within 60 feet of you. In addition, you have advantage on Dexterity checks to pick locks using thieves’ tools for the next 24 hours. Ace of Cups. The cups suit represents water and its calming, soothing, and cleansing properties. When you activate this card, you cast the calm emotions spell (save DC 15) from it. In addition, you have advantage on Charisma (Deception) checks for the next 24 hours.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "root-of-the-world-tree", "name": "Root of the World Tree", "type": "Rod", "desc": "Crafted from the root burl of a sacred tree, this rod is 2 feet long with a spiked, knobby end. Runes inlaid with gold decorate the full length of the rod. This rod functions as a magic mace. Blood Anointment. You can perform a 1-minute ritual to anoint the rod in your blood. If you do, your hit point maximum is reduced by 2d4 until you finish a long rest. While your hit point maximum is reduced in this way, you gain a +1 bonus to attack and damage rolls made with this magic weapon, and, when you hit a fey or giant with this weapon, that creature takes an extra 2d6 necrotic damage. Holy Anointment. If you spend 1 minute anointing the rod with a flask of holy water, you can cast the augury spell from it. The runes carved into the rod glow and move, forming an answer to your query.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rope-seed", "name": "Rope Seed", "type": "Wondrous item", "desc": "If you soak this 5-foot piece of twine in at least one pint of water, it grows into a 50-foot length of hemp rope after 1 minute.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rope-of-climbing", "name": "Rope of Climbing", "type": "Wondrous item", "desc": "This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\n\nIf you tell the rope to knot, large knots appear at 1* foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.\n\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "rope-of-climbing-a5e", "name": "Rope of Climbing", "type": "Wondrous Item", "desc": "This magical rope is 60 feet long, holds up to 3,000 pounds, and weighs only 3 pounds. While holding one end of the rope, you can use an action to speak a command word that animates it. With a bonus action, you can make the other end move toward a destination you choose. \n\nThe other end moves 10 feet on each of your turns until it reaches the point, moves its maximum length away, or you command it to halt. You may also command the rope to coil itself, knot itself, unknot itself, or fasten or unfasten itself.\n\nWhile knotted, the rope shortens to 50 feet as knots appear at 1 foot intervals along its length. Creatures have _advantage_ on checks made to climb the rope when it is used in this way.\n\nThe rope has AC 20 and 20 hit points. When damaged the rope recovers 1 hit point every 5 minutes. The rope is destroyed when reduced to 0 hit points.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rope-of-entanglement", "name": "Rope of Entanglement", "type": "Wondrous item", "desc": "This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.\n\nYou can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.\n\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "rope-of-entanglement-a5e", "name": "Rope of Entanglement", "type": "Wondrous Item", "desc": "This magical rope is 60 feet long, holds up to 3,000 pounds, and weighs only 3 pounds. While holding one end of the rope, you can use an action to speak a command word that animates it. With a bonus action, you can make the other end move toward a destination you choose. \n\nThe other end moves 10 feet on each of your turns until it reaches the point, moves its maximum length away, or you command it to halt. You may also command the rope to coil itself, knot itself, unknot itself, or fasten or unfasten itself.\n\nWhile knotted, the rope shortens to 50 feet as knots appear at 1 foot intervals along its length. Creatures have _advantage_ on checks made to climb the rope when it is used in this way.\n\nThe rope has AC 20 and 20 hit points. When damaged the rope recovers 1 hit point every 5 minutes. The rope is destroyed when reduced to 0 hit points.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rose-of-the-enchantress-a5e", "name": "Rose of the Enchantress", "type": "Wondrous Item", "desc": "While you are _concentrating_ on a spell of 3rd-level or lower and attuned to this item, you can use a bonus action to activate it. Once activated, the rose maintains concentration on the spell for you for the duration or until you use another bonus action to stop the rose’s concentration. \n\nThe rose has 10 petals. When it is activated, a number of petals drop from the rose equal to the level of the spell it is concentrating on. At the end of each minute the spell continues, an equal number of petals drop from the rose. When its last petal falls the rose wilts and its magic is lost.\n\nAlternatively, if the rose is thrown against the ground, the magic inside of it implodes and frays magical energies in a 15-foot radius (as the __dispel magic_ spell, gaining a bonus to any spellcasting ability checks equal to its number of petals).", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rowan-staff", "name": "Rowan Staff", "type": "Staff", "desc": "Favored by those with ties to nature and death, this staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have an advantage on saving throws against spells. The staff has 10 charges for the following properties. It regains 1d4 + 1 expended charges daily at midnight, though it regains all its charges if it is bathed in moonlight at midnight. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spell. While holding this staff, you can use an action to expend 1 or more of its charges to cast animate dead, using your spell save DC and spellcasting ability. The target bones or corpse can be a Medium or smaller humanoid or beast. Each charge animates a separate target. These undead creatures are under your control for 24 hours. You can use an action to expend 1 charge each day to reassert your control of up to four undead creatures created by this staff for another 24 hours. Deanimate. You can use an action to strike an undead creature with the staff in combat. If the attack hits, the target must succeed on a DC 17 Constitution saving throw or revert to an inanimate pile of bones or corpse in its space. If the undead has the Incorporeal Movement trait, it is destroyed instead. Deanimating an undead creature expends a number of charges equal to twice the challenge rating of the creature (minimum of 1). If the staff doesn’t have enough charges to deanimate the target, the staff doesn’t deanimate the target.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rowdys-club", "name": "Rowdy's Club", "type": "Weapon", "desc": "This knobbed stick is marked with nicks, scratches, and notches. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding the club, you can use an action to tap it against your open palm, the side of your leg, a surface within reach, or similar. If you do, you have advantage on your next Charisma (Intimidation) check. If you are also wearing a rowdy's ring (see page 87), you can use an action to frighten a creature you can see within 30 feet of you instead. The target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Once this special action has been used three times, it can't be used again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rowdys-ring", "name": "Rowdy's Ring", "type": "Ring", "desc": "The face of this massive ring is a thick slab of gold-plated lead, which is attached to twin rings that are worn over the middle and ring fingers. The slab covers your fingers from the first and second knuckles, and it often has a threatening word or image engraved on it. While wearing the ring, your unarmed strike uses a d4 for damage and attacks made with the ring hand count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "royal-jelly", "name": "Royal Jelly", "type": "Potion", "desc": "This oil is distilled from the pheromones of queen bees and smells faintly of bananas. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying. For larger creatures, one additional vial is required for each size category above Medium. Applying the oil takes 10 minutes. The affected creature then has advantage on Charisma (Persuasion) checks for 1 hour.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "ruby-crusher", "name": "Ruby Crusher", "type": "Weapon", "desc": "This greatclub is made entirely of fused rubies with a grip wrapped in manticore hide A roaring fire burns behind its smooth facets. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can use a bonus action to speak this magic weapon's command word, causing it to be engulfed in flame. These flames shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the greatclub is aflame, it deals fire damage instead of bludgeoning damage. The flames last until you use a bonus action to speak the command word again or until you drop the weapon. When you hit a Large or larger creature with this greatclub, the creature must succeed on a DC 17 Constitution saving throw or be pushed up to 30 feet away from you. If the creature strikes a solid object, such as a door or wall, during this movement, it and the object take 1d6 bludgeoning damage for each 10 feet the creature traveled before hitting the object.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rug-of-safe-haven", "name": "Rug of Safe Haven", "type": "Wondrous item", "desc": "This small, 3-foot-by-5-foot rug is woven with a tree motif and a tasseled fringe. While the rug is laid out on the ground, you can speak its command word as an action to create an extradimensional space beneath the rug for 1 hour. The extradimensional space can be reached by lifting a corner of the rug and stepping down as if through a trap door in a floor. The space can hold as many as eight Medium or smaller creatures. The entrance can be hidden by pulling the rug flat. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window in the shape and style of the rug. Anything inside the extradimensional space is gently pushed out to the nearest unoccupied space when the duration ends. The rug can't be used this way again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rust-monster-shell", "name": "Rust Monster Shell", "type": "Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, you can use an action to magically coat the armor in rusty flakes for 1 minute. While the armor is coated in rusty flakes, any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage. The armor can't be used this way again until the next dawn.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "ruyi-jingu-bang-a5e", "name": "Ruyi Jingu Bang", "type": "Weapon", "desc": "You gain a +2 bonus to _attack and damage rolls_ made with this staff.\n\nAs an action you can command either or both ends of the staff to lengthen or shorten up to a total of 10 feet without increasing its weight. This expansion is quick but not fast enough to use as part of an attack. If the staff is longer than twice your height, weapon attacks with it have _disadvantage_ . There is no limit to the length the staff can reach. The shortest it can shrink is 5 inches, at which point it has retracted entirely into its handle and appears to be a heavy sewing needle.\n\nYou can also use an action to command the staff to increase or decrease in weight and density by up to 1 pound per round. If the staff’s weight exceeds 10 lbs., any attacks made with it have _disadvantage_ , and if its weight increases to 17 lbs. or more it cannot be effectively used as a weapon. Like its length, there is no apparent limit to its maximum weight, but it cannot be reduced to less than 1 pound.\n\nIn addition, you can use a bonus action to toss this magic staff into the air and speak a command word. When you do so, the staff begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it (+10 to hit, 1d8+5 magical bludgeoning damage). While the staff hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the staff to attack one creature within 5 feet of it. After the hovering staff attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the staff has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sack-of-sacks-a5e", "name": "Sack of Sacks", "type": "Wondrous Item", "desc": "Inside this hand-sized sack is a Medium-sized sack. There is no room to store anything inside the original sack. When you pull a sack out, roll 1d20 and add 1 for each sack pulled out in the last 24 hours. On a result of 20 or higher the hand-sized sack is empty and it becomes a mundane item. Otherwise there is another Medium-sized sack inside.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sacrificial-knife", "name": "Sacrificial Knife", "type": "Weapon", "desc": "Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot.", "rarity": "varies", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "saddle-of-the-cavalry-casters", "name": "Saddle of the Cavalry Casters", "type": "Wondrous item", "desc": "This magic saddle adjusts its size and shape to fit the animal to which it is strapped. While a mount wears this saddle, creatures have disadvantage on opportunity attacks against the mount or its rider. While you sit astride this saddle, you have advantage on any checks to remain mounted and on Constitution saving throws to maintain concentration on a spell when you take damage.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "sail-of-the-black-opal-a5e", "name": "Sail of the Black Opal", "type": "Wondrous Item", "desc": "Rumored to be crafted from the sailcloth of the notorious Black Opal, this heavy black canvas has been roughly sewn with human hair into a cloak.\n\nAs a bonus action you can expend one charge to call on the ship’s necromantic power and gain 1d4+4 temporary hit points. The sail has 3 charges and regains 1 charge for every hour spent submerged in seawater.\n\nAdditionally, if you are reduced to 0 hit points while attuned to this item, you immediately become stable as the hair burns to ash, blowing away at the faintest breeze and leaving behind a mundane piece of bone-dry sailcloth. ", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sanctuary-shell", "name": "Sanctuary Shell", "type": "Wondrous item", "desc": "This seashell is intricately carved with protective runes. If you are carrying the shell and are reduced to 0 hit points or incapacitated, the shell activates, creating a bubble of force that expands to surround you and forces any other creatures out of your space. This sphere works like the wall of force spell, except that any creature intent on aiding you can pass through it. The protective sphere lasts for 10 minutes, or until you regain at least 1 hit point or are no longer incapacitated. When the protective sphere ends, the shell crumbles to dust.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "sand-arrow", "name": "Sand Arrow", "type": "Weapon", "desc": "The shaft of this arrow is made of tightly packed white sand that discorporates into a blast of grit when it strikes a target. On a hit, the sand catches in the fittings and joints of metal armor, and the target's speed is reduced by 10 feet until it cleans or removes the armor. In addition, the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "sand-suit", "name": "Sand Suit", "type": "Armor", "desc": "Created from the treated body of a destroyed Apaxrusl (see Tome of Beasts 2), this leather armor constantly sheds fine sand. The faint echoes of damned souls also emanate from the armor. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, you can move through nonmagical, unworked earth and stone at your speed. While doing so, you don't disturb the material you move through. Because the souls that once infused the apaxrusl remain within the armor, you are susceptible to effects that sense, target, or harm fiends, such as a paladin's Divine Smite or a ranger's Primeval Awareness. This armor has 3 charges, and it regains 1d3 expended charges daily at dawn. As a reaction, when you are hit by an attack, you can expend 1 charge and make the armor flow like sand. Roll a 1d12 and reduce the damage you take by the number rolled.", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "sandals-of-sand-skating", "name": "Sandals of Sand Skating", "type": "Wondrous item", "desc": "These leather sandals repel sand, leaving your feet free of particles and grit. While you wear these sandals in a desert, on a beach, or in an otherwise sandy environment, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced while in nonmagical difficult terrain made of sand. In addition, when you take the Dash action across sand, the extra movement you gain is double your speed instead of equal to your speed. With a speed of 30 feet, for example, you can move up to 90 feet on your turn if you dash across sand.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "sandals-of-the-desert-wanderer", "name": "Sandals of the Desert Wanderer", "type": "Wondrous item", "desc": "While you wear these soft leather sandals, you have resistance to fire damage. In addition, you ignore difficult terrain created by loose or deep sand, and you can tolerate temperatures of up to 150 degrees Fahrenheit.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "sanguine-lance", "name": "Sanguine Lance", "type": "Weapon", "desc": "This fiendish lance runs red with blood. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature that has blood with this lance, the target takes an extra 1d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "satchel-of-seawalking", "name": "Satchel of Seawalking", "type": "Wondrous item", "desc": "This eel-hide leather pouch is always filled with an unspeakably foul-tasting, coarse salt. You can use an action to toss a handful of the salt onto the surface of an unoccupied space of water. The water in a 5-foot cube becomes solid for 1 minute, resembling greenish-blue glass. This cube is buoyant and can support up to 750 pounds. When the duration expires, the hardened water cracks ominously and returns to a liquid state. If you toss the salt into an occupied space, the water congeals briefly then disperses harmlessly. If the satchel is opened underwater, the pouch is destroyed as its contents permanently harden. Once five handfuls of the salt have been pulled from the satchel, the satchel can't be used again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "satyr-boots-a5e", "name": "Satyr Boots", "type": "Wondrous Item", "desc": "You gain an expertise die on Performance checks made to dance while you wear these finely-crafted boots. As an action, you can transform your legs and feet into the furry haunches and cloven hooves of a goat. The transformation lasts for 1 minute or until you use another action to return to your normal form. While transformed, your base Speed becomes 40 feet, you gain an expertise die on Acrobatics checks, and you ignore _nonmagical difficult terrain_ . When the effect ends, the boots fall apart and become useless until a properly trained _satyr_ cobbler repairs them for you.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "scale-milk-a5e", "name": "Scale MIlk", "type": "Potion", "desc": "Contained in a small, clear bottle, the cap to this item is carefully sealed with thick wax. The gray tinge to the milky liquid and the aroma of putrid fruit once it is opened are off-putting, but if it has not spoiled scale milk is a powerful restorative.\n\nIf consumed within 1 hour of breaking the wax seal, you receive the benefits of both the _greater restoration_ and __heal_ spells.\n\nIf you consume this potion after the first hour, make a DC 18 Constitution _saving throw_ . On a failure you take 6d8 poison damage and are _poisoned_ for the next hour. On a success you take half damage and are poisoned until the end of their next turn. ", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "scalehide-cream", "name": "Scalehide Cream", "type": "Wondrous item", "desc": "As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive-green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn't combine with any worn armor or with a Dexterity bonus to AC. A jar of scalehide cream contains 1d6 + 1 doses.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "scarab-of-protection", "name": "Scarab of Protection", "type": "Wondrous item", "desc": "If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:\n\n* You have advantage on saving throws against spells.\n* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "scarab-of-protection-a5e", "name": "Scarab of Protection", "type": "Wondrous Item", "desc": "After being held in your hand for 1 round, this scarab medallion shimmers with magical inscriptions. The scarab has 12 charges, crumbling into dust when it has no charges left. \n\nThis item has two benefits while it is on your person. First, you gain _advantage_ on _saving throws_ made against spells. Second, if you fail a saving throw against a necromancy spell or either an attack from or trait of an undead creature, you may instead succeed on the saving throw by using your reaction to expend a charge from the scarab.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "scarab-of-rebirth", "name": "Scarab of Rebirth", "type": "Wondrous item", "desc": "This coin-sized figurine of a scarab is crafted from an unidentifiable blue-gray metal, but it appears mundane in all other respects. When you speak its command word, it whirs to life and burrows into your flesh. You can speak the command word again to remove the scarab. While the scarab is embedded in your flesh, you gain the following:\n- You no longer need to eat or drink.\n- You can magically sense the presence of undead and pinpoint the location of any undead within 30 feet of you.\n- Your hit point maximum is reduced by 10.\n- If you die, you return to life with half your maximum hit points at the start of your next turn. The scarab can't return you to life if you were beheaded, disintegrated, crushed, or similar full-body destruction. Afterwards, the scarab exits your body and goes dormant. It can't be used again until 14 days have passed.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "scarf-of-deception", "name": "Scarf of Deception", "type": "Wondrous item", "desc": "While wearing this scarf, you appear different to everyone who looks upon you for less than 1 minute. In addition, you smell, sound, feel, and taste different to every creature that perceives you. Creatures with truesight or blindsight can see your true form, but their other senses are still confounded. If a creature studies you for 1 minute, it can make a DC 15 Wisdom (Perception) check. On a success, it perceives your real form.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "scent-sponge", "name": "Scent Sponge", "type": "Wondrous item", "desc": "This sea sponge collects the scents of creatures and objects. You can use an action to touch the sponge to a creature or object, and the scent of the target is absorbed into the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been absorbed, the target gives off no smell and can't be detected or tracked by creatures, spells, or other effects that rely on smell to detect or track the target. You can use an action to wipe the sponge on a creature or object, masking its natural scent with the scent stored in the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been masked, the target gives off the smell of the creature or object that was stored in the sponge. The effect ends early if the target's scent is replaced by another scent from the sponge or if the scent is cleaned away, which requires vigorous washing for 10 minutes with soap and water or similar materials. The sponge can hold a scent indefinitely, but it can hold only one scent at a time.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "scepter-of-majesty", "name": "Scepter of Majesty", "type": "Rod", "desc": "While holding this bejeweled, golden rod, you can use an action to cast the enthrall spell (save DC 15) from it, exhorting those in range to follow you and obey your commands. When you finish speaking, 1d6 creatures that failed their saving throw are affected as if by the dominate person spell. Each such creature treats you as its ruler, obeying your commands and automatically fighting in your defense should anyone attempt to harm you. If you are also attuned to and wearing a Headdress of Majesty (see page 146), your charmed subjects have advantage on attack rolls against any creature that attacked you or that cast an obvious spell on you within the last round. The scepter can't be used this way again until the next dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "schooled-weapon-a5e", "name": "Schooled Weapon", "type": "Weapon", "desc": "Each of these weapons comes in a different form depending on the combat tradition it is associated with. You are proficient with this magic weapon as long as you are attuned to it, and you gain a +1 bonus on _attack and damage rolls_ with it.\n\nYou cannot attune to this weapon if you do not know at least one combat maneuver from the tradition it is associated with. When you attune to this weapon, choose a combat maneuver from its associated tradition that you meet the prerequisites for. While you remain attuned to the weapon, you have access to that combat maneuver. \n\nIn addition, any attacks you make with the weapon as part of a combat maneuver from the associated tradition gains an additional +1 bonus to attack and damage.\n\n__**Table: Schooled Weapons**__\n| **Magic Weapon** | **Weapon** |\n| --------------------------------- | --------------- |\n| _Mattock of the Adamant Mountain_ | Maul |\n| _Bow of the Biting Zephyr_ | Longbow |\n| _Reflection of Mirror’s Glint_ | Dueling Dagger |\n| _Rapier of Mist and Shade_ | Rapier |\n| _Rapid Current’s Flow_ | Scimitar |\n| _Razor’s Edge_ | Bastard Sword |\n| _Blade of the Sanguine Knot_ | Longsword |\n| _Spirited Steed’s Striker_ | Lance |\n| _Bite of Tempered Iron_ | Flail |\n| _Paw of Tooth and Claw_ | Punching Dagger |\n| _Wave of the Unending Wheel_ | Glaive |", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "scimitar-of-speed", "name": "Scimitar of Speed", "type": "Weapon (scimitar)", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "scimitar-of-speed-a5e", "name": "Scimitar of Speed", "type": "Weapon", "desc": "\\[You gain a +2 bonus to _attack and damage rolls_ made with this magic scimitar, and on each of your turns you can use a bonus action to make one attack with it.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "scimitar-of-the-desert-winds", "name": "Scimitar of the Desert Winds", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding or carrying this scimitar, you can tolerate temperatures as low as –50 degrees Fahrenheit or as high as 150 degrees Fahrenheit without any additional protection.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "scorn-pouch", "name": "Scorn Pouch", "type": "Wondrous item", "desc": "The heart of a lover scorned turns black and potent. Similarly, this small leather pouch darkens from brown to black when a creature hostile to you moves within 10 feet of you.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "scorpion-feet", "name": "Scorpion Feet", "type": "Wondrous item", "desc": "These thick-soled leather sandals offer comfortable and safe passage across shifting sands. While you wear them, you gain the following benefits:\n- Your speed isn't reduced while in magical or nonmagical difficult terrain made of sand.\n- You have advantage on all ability checks and saving throws against natural hazards where sand is a threatening element.\n- You have immunity to poison damage and advantage on saving throws against being poisoned.\n- You leave no tracks or other traces of your passage through sandy terrain.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "scoundrels-gambit", "name": "Scoundrel's Gambit", "type": "Wondrous item", "desc": "This fluted silver tube, barely two inches long, bears tiny runes etched between the grooves. While holding this tube, you can use an action to cast the magic missile spell from it. Once used, the tube can't be used to cast magic missile again until 12 hours have passed.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "scourge-of-devotion", "name": "Scourge of Devotion", "type": "Weapon", "desc": "This cat o' nine tails is used primarily for self-flagellation, and its tails have barbs of silver woven into them. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and the weapon deals slashing damage instead of bludgeoning damage. You can spend 10 minutes using the scourge in a self-flagellating ritual, which can be done during a short rest. If you do so, your hit point maximum is reduced by 2d8. In addition, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage while your hit point maximum is reduced. This hit point maximum reduction can't be removed with the greater restoration spell or similar magic and lasts until you finish a long rest.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" } ] }{ "count": 1618, "next": "